Repository navigation
Releases: Loccy/NemesisSpeccy
Release list
Version 0.110
Version 0.110 moves to a single release that has adaptive pacing. In essence, when it can keep pace, it uses what used to be the "smooth" pacing; if things get busy it moves to "fast" pacing. Still deciding if I like it or not. See what you think.
This is Konami's MSX cartridge Nemesis (RC-742, 1986), running on a 128K Spectrum on Konami's own game code, with a platform layer standing in for the MSX hardware. All twelve stages, the bonus stages and the secrets are there, and the game logic matches the MSX original byte for byte in testing.
Still not sold that it's quite a 1.0 yet. It is playable and in theory, complete; the AI has played the thing all the way through including the bonus stages, but various hacks have been deployed to get to that point. It needs human players before we hit the glorious 1.0!
Which file do I want?
There are two editions of the same game, drawn two ways. Try both and keep the one you prefer.
| Fast | Smooth | |
|---|---|---|
| Speed against the MSX | about 6% slower | about 12% slower |
| Screen redrawn | about 12 times a second | about 18 times a second |
Each edition comes as a .tap (loads like a real tape, on hardware or in an emulator) and a .sna (a 128K snapshot that starts straight away). The title screen shows which one you have: V0.107F or V0.107S.
What you need
A ZX Spectrum 128K, +2, +2A, +2B or +3. It needs the 128K's extra memory, so it won't run on a 48K. It has been tested on a real 128K and a real +3 (from tape, through a Retroleum SmartCard and through a DivMMC Future), and in emulators as a 128K, +2A and +3.
Load with LOAD "", or choose Loader from the menu on a +2A, +2B or +3. Keyboard (Q A O P, SPACE to fire, M to power up), Kempston and Sinclair joysticks all work. Holding fire takes the highlighted power-up, so a one-button joystick is enough. If you have a Kempston that supports a two button joystick the second button will work as select (tested with a Megadrive pad on a Retroleum SmartCard and DivMMC Future).
Known limitations
- Sprites coming in from the top edge appear only once they are wholly on screen.
- The screen dissolve after the stage 8 brain (and after the stage 7 boss if its secret is not found) takes about twice as long as on the MSX.
- Busy moments on screen can get momentarily bogged down on occasion.
- Restarting after a death pauses for about a second while graphics are unpacked.
- No Konami logo or attract mode: the game goes straight to the title screen (by design, to free up space)
Nemesis and everything in it belong to Konami. See LEGAL-NOTICE.md.
Version 0.109
Version 0.109 introduces cheaper scroll ticks and sprite list walk (about 1.5% faster). But... Scotty to bridge, she cannae take much more captain!
Version 0.108
Version v0.108 has tweaks to paging for a small speed bump.
Version 0.107
Nemesis for the ZX Spectrum 128K, version 0.107
The first public release.